# Description I wanted to just use a state machine purely in GDscript, as simply as possible, but with states, transitions, hooks, and conditions/triggers to change states - States: the FSM will always be in a state. It will change to another state with the transitions, following the first transaction, having the current state as a source, that matches the conditions/trigger - Transition: a transition will allow the FSM to change from one state to another when, at each update - The transition is fully matched the (optional) trigger has been called - The (optional) conditions has all been met - A transition is composed of - A state source - A state destination - An optional list of conditions - An optional trigger - Transition source: in order to reduce the amount of code to type for transitions, there are some helpers. source can be a string (STATE), or it can be an array: - STATE: any known state (the easy one) - "*": all the states (including the destination) - ^STATE: all the states but STATE. e.g. "^hurt" => it will match, for source, all the states except "hurt" - -STATE: remove STATE from the previous states added (when source is an array). e.g. ["*", "-idle", "-hurt"] => it will match, for source, all the states except "idle" and "hurt" - Trigger: a transition can be mapped to 0 or 1 trigger. A trigger is emitted by calling the "trigger" method, and the trigger will be treated at the next update and then forgotten - Condition: a condition is just the callback of a method returning a boolean. It can be the name of the method, or it can prefixed by "!" to get the reverse boolean # TODO - Maybe optimize the whole thing # How to use - Add it to your project : https://docs.godotengine.org/en/stable/tutorials/plugins/editor/installing_plugins.html#enabling-a-plugin ``` mkdir -p addons cd addons git submodule add ssh://git@git.abxy.fr:212/groug/godot_simple_state_machine.git ``` - Add the custom StateMachine node (name it "StateMachine" for the purpose of the example) - Initialize the states, initial state and conditions: ``` $StateMachine.add_state("idle") $StateMachine.add_state("hurt") $StateMachine.add_state("dead") $StateMachine.set_init_state("idle") $StateMachine.add_transition("idle", "hurt", [], "fire") $StateMachine.add_transition("hurt", "dead", ["has_stuff_been_handled", "is_dead"]) $StateMachine.add_transition("hurt", "idle", ["has_stuff_been_handled"]) ``` - Trigger an event ``` $StateMachine.trigger("fire") ``` - Add a condition: it's just a func returning a bool ``` def has_stuff_been_handled(): return true ``` - Add callbacks for state entering/update/exiting: just add the state name in on_XXXXX_state_YYYY() ``` func on_idle_state_enter(): pass func on_idle_state_update(delta): pass func on_idle_state_exit(): pass ``` - Enabling debug mode (logs when changing states) ``` $StateMachine.set_debug_enabled(true) ``` - Get the current state ``` $StateMachine.get_current_state() ``` - Get the last known state (before the current one) ``` $StateMachine.get_last_state() ``` # Credits icon: made by Freepik from https://www.flaticon.com, license: Creative Commons BY 3.0